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clockwork demise
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Flux Wars Q&A

Any questions you have about the adventure you can post here. Of course, if you want your question free from the eyes of your fellows a PM is fine as well.

I'll wait another day or so before I start, if you want to wait a little longer just say so.


Posted on 2011-04-13 at 02:45:09.

Celtia
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Just pointing out...

Remember to Edit the thread to "link" it to your recruitment (just go "search for thread ID" to find it).


Posted on 2011-04-13 at 05:09:01.

clockwork demise
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Skills/Feats

Okay, I realise that the skills/feats freedom coupled with the specific bonuses granted by the origins may cause some problems so here are the skills universal to all classes. Feel free to add your own in addition to these.

History (knowledge attribute)- Your ability to recall past events you have heard of.

Heal (knowledge)- Your ability to administer first aid.

Nature (knowledge)- Your ability to forage and interact with natural environments. Replaces diplomacy when dealing with animals.

Channelling (knowledge)- Your ability to control divine/spiritual power.

Detection (knowledge)- Your ability to spot hidden or concealed objects.

Tracking (knowledge)- Your ability to follow trails and other signs of passage.

Mastery (intelligence)- Your ability to control non-divine arcane power.

Insight (intelligence)- Your ability to tell if people are lying or not and detect illusions.

Craft (intelligence)- Your ability to repair and/or make items.

Dungeoneering (intelligence)- Your ability to interact with man-made environments and forage in them.

Enchant (intelligence)- Your ability to enhance an item with arcane energy (must be an arcane class of some kind).

Cohesion (intelligence)- A sucessful Cohesion check allows you to deal an additional 1D6 damage whilst you and another ally have combat advantage against an opponent.

Reaction (intelligence)- A sucessful Reaction check negates an enemy's cohesion bonus.

Religion (intelligence/charisma)- Intelligence: Your knowledge of divine scripture and prayers. Charisma: Your ability to petition a God's aid (ie: remove a curse from an item). The latter is in many ways a divine substitute for Mastery and Enchant.

Diplomacy (charisma)- Your ability to win people to your side through rhetoric or to placate an angered person.

Streetwise (charisma)- Your ability to interact with an urban environment.

Charm (charisma/guile)- Your ability to win someone over to your side through your dazzling personality or good looks.

Bluff (guile)- Your ability to lie.

Concerntration (fortitude)- Your ability to cast spells whilst impared or distracted (arcane classes only).

Hardiness (fortitude)- Your ability to shrugg off deliberating conditions.

Endeavour (strength/alacrity)- Your ability to run, jump long distances and perform physical feats.

Theivery (control)- Your ability to pick locks, mend delicate objects or sabotage equipment.


Posted on 2011-04-13 at 07:29:30.
Edited on 2011-04-17 at 11:03:17 by clockwork demise

clockwork demise
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Revised Character Sheet

Okay, after going over the sheet again I've made a few changes (chiefly adding an equipment section and seperating skills and feats). This shouldn't change things too much, just help add a little more detail.

New Sheet:

Attributes:
15 points to spend, each attribute starts at 2 which is considered the norm for people. You may take points from an attribute to get more points.

Don’t be daunted by the number of attributes, unless they’re class-specific knowledge, strength, alacrity and guile are virtually obsolete.

Strength- (umm…do I need to explain this?)
Fortitude- (physical condition, how fit you are)
Intelligence- (should be self explanatory)
Knowledge- (still obvious)
Control- (your motor control, how steady you are with your body)
Alacrity- (how flexible your body is, how fast you are)
Charisma- (your charm, how well you interact with people)
Guile- (your cunning, how easily you can lie)


Feats:
What your character is good at. Any bonuses he'd get from his class and other backstory bonuses he ought to get.
EG: Longsword training, +2 to hit with longswords.

Skills:
What skills your character has gained. Feel free to add any that aren't included in the list. Ability modofiers are calculated by taking your attribute and subtracting 2 from it. You get an additional +4 Bonus to a skill you believe your character would be profficient (trained) in.



Equipment:
What you are basically armed with (most of this will be standard-issue weapons and armour). Any trinkets/wealth you might carry. I'll PM each of you the salaries you get as recruits from your kingdoms.





Background: What kingdom you come from, why you joined the military. Whether you were a native to coast or not (Quite a few Dwarves, virtually all Mynamade and some Elves and Men are expatriates). Put the bonuses you would get from your kingdom in the Skills and Feats sections but put Background before them so I know where the bonuses you’re getting are coming from.




Posted on 2011-04-14 at 01:04:06.

clockwork demise
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Mad Rege'

Name: 'Mad' Rege'
Race: Elf
Gender: Male
Class: Bombadeer
Background: Foregin Elf (no bonus)
Hp: 13

Attributes:

Brackets indicate a bonus from his race.

Strength- 2
Fortitude- 2
Intelligence- 5 (6)
Knowledge- 5
Control- 7
Alacrity- 6 (7)
Charisma- 2
Guile- 2

Feats:
Jaded look- Rege' gains +2 to hit when firing a Greenjade projectile.
Easygoing- People just like Rege'...despite his perchant for high explosives.
"Watch your step!"- Rege' gains a +2 to detect traps and allows 1 ally within 5 squares of him to re-roll a failed balance check each round.
Sapper- Gains the sapper skill; used to lay and disable Greenjade explosives.

Traits:
"There's something about these people."
Rege' isn't sure who's trusting what and why but he does know that you mean well...and that's all that counts...right?
No particular member of the group has made an impression on your ad-hoc ally, however he is mostly forgiving for what you've put him through...after all, he's partly responsible for the current state of affairs.

Skills:

Trained Skills:
Sapping (control) +5 (9)
Thievery (control) +5 (9)
Endeavour (alacrity) +5 (9)
Endeavour (strength) +0 (4)

Racial Skills:
Nature (knowledge) +3 (5)
History (knowledge) +3 (5)

Equipment:

Heavy Crossbow (foreign design)
+8 (10 when firing Greenjade) vs Armour
1D10 heavy piercing dmg
Whenever Rege' rolls a 1 to hit when firing, his shot will strike a randomly selected foe other than his target.

Rege's homemade armour (hauberk, vambraces, leggings, greaves, boots) Designed to shield from Greenjade explosions.

15 'normal' quarrels
5 'shard' Greenjade quarrels
5 'lance' Greenjade quarrels
5 'shatter' Greejade quarrels

An assorted collection of Greenjade explosives.



Posted on 2011-04-15 at 09:06:38.
Edited on 2011-09-17 at 12:41:24 by clockwork demise

clockwork demise
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Timetable

Ok, due to several circumstances I'm now looking at starting on Tuesday the 26th (2 Tuesdays time). See you then!


Posted on 2011-04-16 at 05:27:29.
Edited on 2011-04-17 at 11:00:55 by clockwork demise

Celtia
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Just asking...

Could you please link this to the game? It took me a little while to find this again.

Anyway, directed at Omega; what makes Lantaris think that Crystal caused someone to commit suicide? Not giving anything away, but I'm curious.


Posted on 2011-05-11 at 06:28:58.

clockwork demise
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Crystal

Okay, now I assume you all know each other I'll put up your sheets for display.


Name: Crystal Hardwood
Gender: Female
Race: Human
Deity: Veiromus
Class: Ice Summoner
Background: Valsavatharian Kingdom
Hp: 20
Experience: 35/50 (level 1)
RP Experience: 0/50

ATTRIBUTES: Brackets indicate added Racial/Background Bonus

Strength- 2 +0
Fortitude- 4 +2
Intelligence- 9 +7
Knowledge- 7 ( +6
Control-4 +2
Alacrity- 2 +0
Charisma- 0 -2
Guile- 5 (6) +4

FEATS: (Origin/Racial feats seperated from Personal Feats)

-Valsavathar Origin (Arcane): +2 Concentration
-Human Attribute Bonus: +1 Guile, +1 Knowledge
-Human Skill Bonus: +1 to all class skills
-Veiromus Worship: +2 Mastery (Arcana/Spellcrafting), +2 to defences against traps

-"I am Ice": Uses Intelligence Modifier instead of Constitution modifier for the Concentration Skill
-Reactive Frost: When wounded, Crystal subconsciously begins to surround her own skin with ice, giving her some layer of protection as the battle wears on
-Warm Temperament?: Strangely, Crystal can be deceptively trustworthy when she wants. Gains training in Bluff
-Hypothermia: Crystal is able to deliberately improve the effectiveness of her spells drastically, and is able to shape and lash out with greater feats of Ice and Frost crafting magic, but at the cost of harming her own body at the extreme temperatures it produces, losing health and bodily speed.

SKILLS:
-History (Knowledge) +4 (11)
-Mastery (Intelligence) +4 (14)
-Enchant (Intelligence) +4 (12)
-Insight (Intelligence) +4 (12)
-Bluff (Guile) +4 (
-Concentration (Feat Modified: Intelligence) +4 (14)

EQUIPMENT:

-High quality leather breeches with fur inlay, long-sleeved cloth shirt with a fur-and-leather "jacket" (or similarly styled coat) covering, includes hood. [In short, bundled up in fur with an outer layer of leather]
-A Military-Issued Warmage Robe, which she can easily place over the rest of her light-armour/warm-clothing.
-Fur-and-Leather Knee-high boots, suitable for travelling in snow.
-A change of clothing to lighter leather shoes and cloth pants, for use in warmer climates.
-A flask of flamable oil along with a piece of flint and a scrap of metal to use as a Striker. (Fire-lighting equipment. With oil, since it's hard to make a campfire in Valsathavar a lot of the time)
-A smaller, metal flask of strong spirits/alcohol.
-A simple glass orb. Used only as an enchantable focus if needed. (For example, enchanting it, then rolling it along a small body of calm, cold water in order to freeze the water with less effor than a direct spell)
-A collection of personal funds, not counting salary (small amount, enough for a week at a Tavern plus food).

TRAIT: "Potential bounded only by slight psychosis..."
-Syk Malthorne on Crystal
Crystal is being eyed up by her superiors for promotion, whether as a Cadremaster or a Vanguard recruit will depend on her choices...

Experience awarded for:
Convincing the Kings -15
The ambush -20


Posted on 2011-05-16 at 08:57:18.
Edited on 2011-09-17 at 12:50:28 by clockwork demise

clockwork demise
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Takra

Name: Takra Elmheart
Race: Elf
Class: Elemental Mage
Background: Sena (arcane)
Deity: Degaran
Hp: 17
Experience: 20/50 (level 1)
RP Experience 50/125 (level 2)

Attributes:
Strength 3 +1
Fortitude 3 +1
Intelligence 6 +4
Knowledge 6 +4
Control 5 +3
Alacrity 5 +3
Charisma 3 +1
Guile 3 +1

Feats:
Elemental Magic
Longbow Training +2 to hit
Staff Training +2 to hit
Shortsword Training +2 to hit

Trained skills:
Channelling: +4 (
Mastery: +4 (10)
Nature +4 (12)

Racial Bonuses
-2 to defences/saves against poison and disease
+2 to defences/saves against nature damage
+2 Nature (12)
+2 History (6)

Background bonuses:
Arcane-Sena: +2 Mastery (10)

Religion Bonuses:
Degaran worship:
+2 Nature (12)
+1 To hit unnatural foes.

History 6
Heal 4
Nature 12
Channeling 8
Detection 4
Tracking 4
Mastery 8
Insight 4
Craft 4
Dungeoneering 4
Enchant 4
Cohesion 4
Reaction 4
Religion 4 / 1
Diplomacy 1
Streetwise 1
Charm 1 / 1
Bluff 1
Concentration 1
Hardiness 1
Endeavour 1 / 3
Thievery 3

Equipment:
Quarterstaff
Shortsword
Longbow
Studded Leather Jerkin
Chain Mail Shirt
30 Broadhead Arrows
Whetstone


TRAIT: Path of Vengance.
Darker elemental forces are at work within Takra, every major spell she unleashes allows her to release her wellspring of rage and pain. When using higher powered spells, Takra's elemental magic will add additional effects.

Experience awarded for
The Ambush -20

RP EXP awarded for
Taking the first steps towards vengance -50


Posted on 2011-05-16 at 08:59:07.
Edited on 2011-09-17 at 12:53:08 by clockwork demise

clockwork demise
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Lantaris

Name: 'Lantaris Narath'
Race: Elf
Gender: Male
Class: Priest of Narath
Deity: Gariael
Hp: 18
Experience 30/50 (level 1)
RP EXP (15/50)

Attributes:
Strength- 2
Fortitude- 3
Intelligence- 8 (+1 for Elf) 9
Knowledge- 3
Control- 7
Alacrity- 4 (+1 for Elf) 5
Charisma- 2
Guile- 2


Feats:

Unarmed combatant: +3 to hit without a weapon, -3 to hit with any weapon other than a dagger.

Unarmoured combatant: gains bonuses to defence due to foreseeing any blows so uses dodging instead of taking the hit through armour; defends through dodging.

Awareness: He can see things behind him just as effectively as those in front of him; +4 to detect

Martial arts training: Is a master of several different styles of hand to hand martial arts. He has a great recognition of the body and the body’s weak points; nonfatal critical strikes may stun certain foes.

Racial bonuses -2 to defences/saves against poison and disease
+2 to defences/saves against nature damage

Gariael’s Training: 1 extra level of training in unarmed combat, +1 Damage against elemental or magical creatures.

Imeyon heritage (mundane): +2 initiative

Traits:
"Anything under that hood?"
Lantaris is a soldier against unnecessary violence, however who is he to determine what violence is necessary, war will make something new of this elf, for better or for worse.

Skills:

History (knowledge attribute)- 2 (+1 for Elf) 3

Heal (knowledge)- 1

Nature (knowledge)- 2 (+1 for Elf) 3

Channelling (knowledge)- 1

Detection (knowledge)- 1 (t) 4 (8 from feat)

Tracking (knowledge)- 1

Mastery (intelligence)- 7 (null: not arcane)

Insight (intelligence)- 7

Craft (intelligence)- 7

Dungeoneering (intelligence)- 7

Cohesion (intelligence)- 7

Reaction (intelligence)- 7 (t) 11

Religion (intelligence/charisma)- Intelligence- 7 (t) 11

Diplomacy (charisma)- 0

Streetwise (charisma)- 0

Charm (charisma/guile)- 0

Bluff (guile)- 0

Hardiness (fortitude)- 1

Endeavour (strength/alacrity)- 3 (t) 7

Thievery (control)- 5

Equipment:

Lantaris carries two daggers that she can use simultaneously. He wears a fine silk woven cloak which appears to be darker than black. He wears little else but a small golden trinket around her neck with the symbol of Gariael. The cloak and intricate, and the unique traits of her equipment create the impression of nobility (a correct impression).

EXP awarded for
The Ambush -20
Duelling Verkoth -10

RP EXP awarded for
Confronting Chambers -10
Tackling Rege' to the ground -5


Posted on 2011-05-16 at 09:31:15.
Edited on 2011-09-17 at 12:55:22 by clockwork demise

omega biobirinator v8
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speaking of lantaris...

Lantaris has suddenly remebered his exams starting next week and has got out his books and started putting up studdy notes and he may be somewhat preocupied at least till friday in two weeks. He is sure his father would kill him and I think at the moment he is more scared of his father, as he doesnt know his father, than this Verkoth swinging a kick at him.


Posted on 2011-05-31 at 07:42:42.

clockwork demise
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Animate

As Celtia has pointed out I forgot to mention the state of the Undead, they are, contrary to what common sense would tell you, still standing, although immobile. Will also edit last post.


Posted on 2011-06-15 at 06:07:23.

clockwork demise
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Bringing the pain...

Just to let you know, I'm getting my Wisdom Teeth out on Tuesday so I'll be posting again hopefully by Friday/Saturday.


Posted on 2011-07-03 at 10:13:12.

clockwork demise
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More delays

Ok guys I just found out that Omega v8's on camp until Sunday so the game will resume then. Hopefully we'll be able to get a decent stretch without interruptions after that.


Posted on 2011-07-06 at 05:07:35.

clockwork demise
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Experience and character development

Ok, I've added the experience from your first fight/skill challenge to your character sheets. For a reference here's the xp you'll need to get to the next few levels and the 'bonuses' you'll get from levelling up.

Level 2
Requires 50 experience
Get 1 Combat based feat (ie - weapon training)
Get +1 to a primary class attribute and to 2 secondary class attributes.

Level 3
Requires 125 experience
Train in a new skill or get +2 to a skill you are allready trained in.
Get +2 HP

Level 4
Requires 225 experience
Get +1 to 2 primary class attributes
Gain first "Heroism Skill"
-More than a soldier-
Gain a 2 damage reduction against basic foes.


You'll notice I've mentioned things like Heroism Skills and Primary Class Attributes. The Latter is fairly simple, it's one of your two higher attributes that your class will make the most use of. The former is a bonus you get every 4 levels which sets you apart from the common soldiery of Coast, Celia and the League Entire. In this case you are far more able to shrugg off deliberating battlefield injuries, whether through superior training, experience or a stubborn refusal to give in.


I'm also adding in an alternate way of leveling up based upon roleplaying ability. Whenever I feel that you have made a great step forwards with your character I'll give you some bonuses based upon what your character is leaning towards. This is most obvious at the moment in Takra's case as she already starts off with a 'trigger' that will launch her on her path. So by taking vengance against Celia she'll progress in a more retributive sense, getting bonus powers and feats that sculpt her towards a more vengeful fighting style.


Also, you may have noticed that your character sheets include hit points. This is calculated by either your strength or 1/2 your strength (depending on your class) added to 2 times your fortitude. Each level you will either have the option of increasing 1 or both of those attributes or get a hit point bonus, so you'll always be getting HP.


Posted on 2011-07-22 at 12:05:56.

   
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